Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review

Authors

DOI:

https://doi.org/10.3991/ijim.v18i07.45335

Keywords:

gamification, bibliometric analysis, systematic review

Abstract


Gamification-based learning is a recent trend that has received increasing attention in the last few years due to digital development. Gamification has emerged as a vital aspect of the educational setting, with gamified elements playing a crucial role in e-learning environments. The current study is motivated by the need to address a gap in the existing research on the utilization of gamification in education. This gap exists due to a lack of studies that monitor the developments and effects of gamification in the educational environment. It is important to conduct such studies to provide guidance for future research in the field of gamification. A bibliometric analysis and systematic literature review were conducted to understand and describe gamification and its potential for learning. The results of the bibliometric analysis revealed that the most frequently used keywords in the studies were gamification, game-based learning (GBL), motivation, and engagement. The majority of research published in this field was conducted in the United States, followed by Spain and Britain. The Journal of Computers in Human Behavior and the Journal of Computers and Education were the two journals that focused primarily on the field of GBL. The most famous authors in this field are Hamari, Juho, Patel, Mitesh S., Landers, and Richard N. The field is experiencing significant growth, with the number of studies increasing from 7 in 2012 to 917 in 2021. The systematic review has found that undergraduates are the most frequent participants in gambling activities. The game elements that are most utilized are points, leaderboards, and badges, while the learning outcomes most addressed are achievement, engagement, and motivation. The primary objective of this paper is to provide a comprehensive guide to scholars and research institutes, outlining the key areas of emphasis related to the subject of gamification. The systematic research also identified the key components of gamification that instructors and e-learning designers may rely on most frequently.

Author Biography

Fahad Saleem Al-Hafdi, King Abdulaziz University

Name: Fahad Saleem Al-Hafdi

Affiliation: King Abdulaziz University

Institutional email:  falhafdi@kau.edu.sa

Homepage: https://www.kau.edu.sa/CVEn.aspx?Site_ID=0018376&Lng=EN

Education history: Doctor of Instructional Technology.

Career history: Associate Professor of instructional technology and instructional design in King Abdulaziz University.

Research interests: Gamification, Instructional design, E-learning, Virtual reality, Augmented reality, Flipped classrooms, Mobile learning & Digital Platform.

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Published

2024-04-09

How to Cite

Al-Hafdi, F. S., & Alhalafawy, W. S. (2024). Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review. International Journal of Interactive Mobile Technologies (iJIM), 18(07), pp. 188–212. https://doi.org/10.3991/ijim.v18i07.45335

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Section

Papers